Welcome back
Yeah, still chugging away at the code. I've worked a bit on the graphics module, so it's further along than when last looked at it, but it's not finished (maybe 50% or so).
You
should be able to get the repo checked out anonymously. It seems to work through the web browser at least (svn.darwinbots.com/Darwinbots3 It's case sensitive). Also, which SVN client are you using?
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Actually I have a task that would save me a lot of effort, and you seem to have some background in it now so even better
. I'm about 60% through an upgrade (sidegrade? Port I guess) from XNA to SharpDX (which is a simple wrapper around DirectX). XNA has made me grumpy enough that I've decided to ditch it and go straight for proper DirectX. SharpDX is a purely managed wrapper for DirectX; it should solve a number of minor annoyances.
I've got the main graphics module working with SharpDX. There's a unit testing project for the shader code that's not upgraded, though.
Modules/Blacklight is the graphics module. There's a Blacklight.SharpDX9.sln solution file. If you start that up and run Blacklight.Testbed, you should see a few ellipses and rectangles. You can pan the camera with the mouse, and zoom with the mouse wheel. The testbed is set up to use different adapters. If you've last compiled Blacklight.XNA, it'll use XNA. If you last compiled Blacklight.SharpDX it'll use SharpDX.
Speaking of, there's also a Blacklight.XNA.sln solution. I'm pretty sure everything in Blacklight.XNA was ported over to SharpDX, but non of the unit tests were. So one task would be to look at the Blacklight.XNA.UnitTesting project and copy over the shader tests.
The shader testing framework uses XNA still. There's a few issues with this (the shader compiler for XNA is apparently stuck in the stone age, for one), so the other task would be to port the Modules\UnitTestSharp\UnitTestSharpHLSL.sln solution over to SharpDX. XNA maps pretty closely to DirectX, except in a few places, so it's not a difficult task but it's not exactly code monkey work either. If you could get UnitTestSharpHLSL to not rely on XNA at all anymore, that would make me happy
SharpDX lives in 3rdParty/SharpDX. There's a lot of XML comments for the binaries, so you'll want to unzip the comments.zip file.
And last, I have no idea about things like DirectX memory pools and such. I have no idea if the way I've set up DirectX is proper or not. If you could go through the DirectX API calls and sanity check them against the MSDN documentation to make sure they're use makes sense that would be great.
Once that's all done, we need to hook up the polygon stuff I'm working on right now to the graphics engine. And clean up the triangle draw primitive shader code, since I left it in a mess. Then work on how to draw lines, and then it'll basically be feature complete enough for me to move on to other parts of the program.
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Anyway, sorry for the wall of text. Let me know if you have any questions along the way.